#Flame IPAS
4 messages in this thread
Sorry, but I think I'm still blowing it. If you load the sample
project F_JETS.3DS, make a dummy object, link everything to it, goto
the last frame and move the dummy about 30 or so units, the flame
shoots way out the back. It seems as though the faster the object
moves, the farther the flame rips out the back. In a seperate project
I tried, a jet moving along at 500+ mph had 300 feet of flame coming
out the back, while at about 25 mph it emitted a nice propulsion
look. Help!??? – Robbo
Mark,
PMJI again, but after you moved the dummy with everything linked to it, did you
go back into the AXP dialog and click OK to reset the secondary motion data ?
If not, you should have received an error message upon rendering. Also, what is
the length of the animation, and what is the particle life span ? I'll try to
duplicate it on my system, also.
BTW, I'm not affliliated with the YG.
BILL
Yes, I re-edited the settings, and clicked on Ok.
I loaded the F_JETS.3DS sample, modified none of their existing settings, added
the dummy and some motion, and rendered.
You're not going insane. Here's what's going on. The Secondary
Motion Data for the flame is being correctly generated to simulate
what would happen if the flame source actually was transformed that
much over that timeframe. It actually would be correctly if you had
something like a torch that moved that fast (without getting blown
out). However, jet engine dynamics work much differently than a
torch… and therein lies the rub. We made the SMD dynamics in flame
work as if you're dealing with a "natural" flame, like a torch. A
jet engine creates a constant-velocity directed flame source,
completely unaffected by the physics of how fast or in what direction
the jet is going.
The bottom line is that we should've put a switch into the Flame (and
Vapor) settings dialogs that turn OFF Secondary Motion Data. (sound
of hand hitting head) I now realize that we've got to do that, and
we'll do a rev sometime in June that registered owners will be able
to get off the Schreiber BBS that incorporates that switch.
There are a few workarounds for you now, however.
1) The shorter the flame lifespan, the less effect that velocity will
have on flame length (since SMD is calculated as the difference
between the emitters over the lifespan period). So, a lifespan of 1
or 2 frames will give you the best shot at mitigating the SMD effect
(plus, with a jet engine, that kind of frenetic motion will work
fine). In addition to that, you'll have to keep the jet moving slow
enough to keep the flames from getting out of hand… 1000 units over
200 frames will be way too much, for example. You'll have to scale
your scene both in time and space to keep the SMD from getting carried
away.
2) If you don't mind sitting next to the keyboard and hitting the
Enter key after every frame, and if you need to have the
temporal/spatial scaling of your scene very accurate (until we come
up with the next rev of flame.axp, anyway), you can set all of your
flame parameters BEFORE doing any of the jet keyframing, with any
lifespan you want. Then, don't go back into the settings dialog
AFTER you keyframe the sequence, to keep your SMD out of synch with
what it really ought to be. The motion of the flame won't change
over time, but you WILL have to hit the enter key on each frame to
get past the error saying that the SMD is out of synch.
Sorry about my oversight re jet engines… I think you'll be happy
with the way we handle it in the 1.1 rev in June though. It'll be a
simple button that just turns off SMD. (sound of hand hitting head
AGAIN)
Thanks for bringing it up,
– G